Switching ammo is not running out of ammo

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issicus
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Switching ammo is not running out of ammo

Post by issicus »

I don't need an alert. Im running two different ammo types. I didn't run out it just switched. Stop telling me I ran out , damn.. haha
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Stargateur
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Re: Switching ammo is not running out of ammo

Post by Stargateur »

at least for few ticks the turret IS empty, so the alert is correct.
Last edited by Stargateur on Tue Dec 17, 2024 6:12 am, edited 1 time in total.
Koub
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Re: Switching ammo is not running out of ammo

Post by Koub »

Related : 118868
Koub - Please consider English is not my native language.
Tinyboss
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Re: Switching ammo is not running out of ammo

Post by Tinyboss »

Stargateur wrote: Mon Dec 16, 2024 8:25 am at lest for few ticks the turret IS empty, so the alert is correct.
The narrow kind of correct that misses the point, though. A half second delay or so would be a big QoL improvement.
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Stargateur
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Re: Switching ammo is not running out of ammo

Post by Stargateur »

Tinyboss wrote: Mon Dec 16, 2024 9:14 pm
Stargateur wrote: Mon Dec 16, 2024 8:25 am at lest for few ticks the turret IS empty, so the alert is correct.
The narrow kind of correct that misses the point, though. A half second delay or so would be a big QoL improvement.
having a condition "is this turret empty for x" will cost some performance for a very limited improvement.
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Re: Switching ammo is not running out of ammo

Post by Tinyboss »

Stargateur wrote: Mon Dec 16, 2024 9:56 pm having a condition "is this turret empty for x" will cost some performance for a very limited improvement.
We can let Wube worry about performance!

But off the top of my head, I don't see how it would be any more performance intensive than the alert itself which has to remember to go away after X ticks.
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Re: Switching ammo is not running out of ammo

Post by Koub »

A fix could be just adding a second ammo slot to the turrets, allowing two different ammunitions (either really different, or just quality different) to be loaded at the same time. When one is empty, as long as there would be something in the other, no alert (the way locomotives have 3 fuel slots, and don't flash when one is empty).
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Re: Switching ammo is not running out of ammo

Post by Tinyboss »

Koub wrote: Tue Dec 17, 2024 6:39 am adding a second ammo slot to the turrets
Oh, that would be ideal.
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